1. Damage: The Disruptor Pistol's damage is very light. Around 10 damage maximum. However, this is not it's strong point. The shot itself, is of medium size and can hit more than 1 enemy at once if aimed correctly.
2. Rate of Fire: Very slow. The gun takes a moment before firing, approximately 1 second. Reload time is about the same as the LMG's.
3. Weight: The gun is extremely light, about the same as the pistol's weight.
4. Clip Capacity: 5/25.
5. Other traits: Main use of this gun is as a defensive tool. It uses electrical charged batteries for ammo. When fired, The Disruptor Pistol shoots a solid sound barrier straight at the target, causing damage and also knocking it back several feet. The enemy can however hear the familiar charge of the Disruptor Pistol by the chirping noise it makes prior to 1 second before the shot goes off. Giving the enemy just a moment to get behind cover. This weapon does no damage at all towards buildings.
6. Description: This weapon appears to be small, compact and frail looking. A very small circular dish is at the barrel end of the pistol where the barriers emerge out of. Developed as a anti-riot measure for the riots in the future, the weapon is capable of knocking the target back several feel with limited injury though temporary deafness has been recorded as a side effect and temporary dizziness. Although it's name is officially The Disruptor Pistol, it commonly goes more often by it's nickname, "The Chirping Bird" due to the gun's familiar chirping noise before a shot is fired. The TSA Marines had a cache of unwanted Chirping Birds ordered after hearing their effectiveness in a combat test against multiple opponents.
<!--QuoteBegin--DeLtA FoRcE+Oct 22 2003, 10:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DeLtA FoRcE @ Oct 22 2003, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not really a weapon, but how about a mobile motion tracking device? If the marines can't afford it, then they can give one of these to a guy and he can walk around with it to reveal cloaked stuff and show aliens like motion tracking. Maybe 10 res should do it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Arg your the 4th person i'v seen copy one of my ideas (ones i thought of a long time ago) and add nothing to it. And people need to learn if you want to post on a long topic READ ALL POSTS AT LEST SKIM THEM! If people do this i bet this page whould only be 3-5 pages long, not this huge 14 pages long, a real pain for all of us people who care enuf about the topic to read all of them only to find bad remakes of good ideas.
<!--QuoteBegin--DeLtA FoRcE+Oct 23 2003, 09:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DeLtA FoRcE @ Oct 23 2003, 09:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What would the purpose of it be in a bunch of close quarters combat though? They already said there will not be sniper rifles in ns. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Its not all CQC. I can think of at lest 3 spots on EVERY map that is well out of HMG range(by out of range i mean "you'll still get hit but only by 10-15 shots out of a 100+ clip! then die reloading when that skulks leaps once and bites you to death).
And, NO RELOAD (or very very slow at armory), no fecking ammo spam for flamethrowers <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
HOW MANY TIMES CAN THEY SAY IT ITS OLD NEWS THAT THE HL ENGEN CANNOT SUPPORT A FLAMETHROWER the hl engen cannot render flames properly without major recodeing if you want a flame thrower play rtcw remember the hl code is almost 6 yr old guns whould have to be within the limitations of the code and read the posts omg i post flare gun 2 posts later flare gun say manned turrets 4-5 hr later manned turrets im sure there tired of wasting time reading about the same guns over and over
Eidolan <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> i did read yours
How about a disposable LAW type weapon? It will do heavy damage to higher life forms and should be carried in the 4th slot. LAWs are not that heavy so they should not weigh down the marine unless hes HA/JP.
<!--QuoteBegin--a civilian+Oct 23 2003, 11:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Oct 23 2003, 11:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 23 2003, 10:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 23 2003, 10:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It should be titled:
"Hey every fool in the NS forums post your idea's of a weapon and if it isn't some crappy unorginal idea that adds nothing to the gameplay but looks cool it might be considered."
I'm sure that would put this topic down to around 3 pages. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> "Hey every fool in the NS forums post your ideas of" "a weapon and if it isn't some crappy uno"
Titles [edit] and topic descriptions [/edit] can only be so long. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> They are mods, remember?
I'm sure they can figure something out... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--a civilian+Oct 24 2003, 01:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Oct 24 2003, 01:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyway, back on topic, I was thinking about the marines' inability to fight Lerks and blinking Fades due to their speed and maneuverability. Perhaps, to counter them, we could add some kind of guided projectile (missile) weapon. To reduce its versatility, it could be designed in such a way that it is effective only against fast moving targets. This would render it ineffective against other lifeforms (except leaping Skulks). It would also have the effect of giving the Lerk or Fade the option of slowing down in order to avoid being hit. In doing so, however, the Lerk or Fade would become more vulnerable to other marines who have standard weapons.
1. damage - 125 perhaps, enough to kill a Lerk in two hits and a Fade in three 2. rate of fire - possibly 3 to 6 seconds 3. weight - not specified 4. clip capacity - not specified 5. other traits - guided, only able to effectively target fast moving aliens 6. description - see above paragraph 7. tech requirements - not too high, as it isn't really needed in the late game <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I like the idea. Though I thought of an assault rifle with self guiding bullets. You'd only have to keep the alien in sight and your fire-button pressed. I dont like the ideas of (almost) instakill weapons. Especially in NS.
<!--QuoteBegin--0pZ3r0+Oct 24 2003, 06:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (0pZ3r0 @ Oct 24 2003, 06:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> HOW MANY TIMES CAN THEY SAY IT ITS OLD NEWS THAT THE HL ENGEN CANNOT SUPPORT A FLAMETHROWER the hl engen cannot render flames properly without major recodeing if you want a flame thrower play rtcw remember the hl code is almost 6 yr old guns whould have to be within the limitations of the code and read the posts omg i post flare gun 2 posts later flare gun say manned turrets 4-5 hr later manned turrets im sure there tired of wasting time reading about the same guns over and over
Eidolan <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> i did read yours <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Play tfc.
<b>Push / Repel</b> Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)
A nuke, so powerful you receive flash radiation burns just for watching. All players are incinerated, the map is dissolved, the server shorts out, you all develop carpal tunnel, your computer folds into an inter-dimensional portal taking your fingernails as it shifts. Your hair later falls off due to stress, **** shrinks, excess farting all the time.
How about, simply to go with the heavies, since they should be the only ones who could carry something so large, A belt Fed rotating Chaingun. Doesn't have to be accurate since it could mainly be used to fight off Onos's or try to find a weak spot in the cloud from the lerks, with 15 bullets a second surely one could make a hit. Also it should slow the player down and be used as a makeshift turret until the marines defenses come online, perhaps a secondary fire to deploy the thing with a long bipod, almost like a pole and hold the heavy into place, however he could be vulnerable from the sides and back while deployed but head on the Chaingun could have increased accuracy. Whatchya'll think? <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--PseudoKnight+Oct 24 2003, 04:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Oct 24 2003, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Push / Repel</b> Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That would make a useful, unique weapon. I think it's a good idea.
I remember suggesting giving the shotgun a push effect back in July. But that was back in 1.04 when the shotgun was very weak, and now that it has been improved, giving it such an effect would be unwise.
<!--QuoteBegin--a civilian+Oct 24 2003, 06:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Oct 24 2003, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--PseudoKnight+Oct 24 2003, 04:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Oct 24 2003, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Push / Repel</b> Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That would make a useful, unique weapon. I think it's a good idea.
I remember suggesting giving the shotgun a push effect back in July. But that was back in 1.04 when the shotgun was very weak, and now that it has been improved, giving it such an effect would be unwise. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The sad thing is, I just suggested this exact same weapon before Pseudoknight did in this exact same thread and people are already praising him for using my idea in the exact same thread.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited October 2003
<!--QuoteBegin--Syringed+Oct 24 2003, 08:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Syringed @ Oct 24 2003, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The sad thing is, I just suggested this exact same weapon before Pseudoknight did in this exact same thread and people are already praising him for using my idea in the exact same thread.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What? I'm not praising anyone. I just said I thought it was a good idea.
You don't need to get so disturbed about this. I just somehow missed your post while previously reading this thread.
This might have been said before but i can't be bothered reading through 14 pages of ideas, so sorry in advance!
Instead of of adding new guns in. How about being able to 'modify' the current ones? What i mean is that ofcourse you start with your stock-standard LMG. The damage can ofcourse be increased at the armoury etc.
But i reckon what would add a little more fun to it would be to research upgrades for each gun.
For example: For the LMG, you could upgrade it so the scope would work? Or have it deal extra damage against structres? Maybe add a gl launcher below it (The grenade slot only allows 1-2 grenades AFTER you get 250 LMG bullets?). Prehaps have a laser-sight on the LMG to 'paint' targets so accuracy increases for anyone aiming at that structure/alien?
I'm thinking you're only allowed 1 upgrade per weapon and after it's researched these get issued as 'stock-standard'.
So you could run around with a scope-mounted LMG, with a silenced pistol and a serated knife (deals more dmg)? As stock standard weapons issued upon re-spawning?
Basically i'm just saying to add upgrades to 'tweak' current designs instead of adding all these new weapons which will probably mean removing one of the current ones and lead to a huge round of flaming to decide what to keep and why etc.
There will be no secondary fire, so scope won't work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Just an Idea but maybe a "deployable" machine gun, more accurate then the hmg a bit more dmg and a hude clip of say 500? have a 150 degree angle in side to side turn and about 75 degree up to down. same fire rate as hmg. Imagining it as a "sit" down gun so you sould sit or lay on your belly as you fire.
I dont really think we need a weapon. I think marines should have the abilty to cloak also like an upgrade on the Prototype lap, I mean Jet Packs, Heavy Armor and Cloaking would be really sweet. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
<!--QuoteBegin--LogicBox+Oct 26 2003, 07:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LogicBox @ Oct 26 2003, 07:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont really think we need a weapon. I think marines should have the abilty to cloak also like an upgrade on the Prototype lap, I mean Jet Packs, Heavy Armor and Cloaking would be really sweet. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> that would be alright to see, but if marines can cloak, then aliens should get a seige like structure to even it out. cus if marines could cloak, then it would make it slightly unfair. and weird...
Nah lets not have marines being able to cloak. I like the current technology structure which differs from each side.
Cloaking marines would remind me of Tribes 2 and lets leave that in the box <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
and yeah i can see how 2ndary fire wont work too well, but the idea of upgrading what weapons do i reckon is a valid idea
Portable turret, a Boxshaped box with a carrying handle and backstrap for easy handling.
How you use it simply select it and place it against any surface, the bottom nanowelds to the surface giving a secure grip, motion tracker flips out, barrel extends it automaticlly starts to scan for Khaara lifeforms and engages automaticlly these hostile creatures.
1. damage - Shotgun damage 2. rate of fire - 1 shoot per 2 seconds 3. weight - around GL movment speed 4. clip capacity 10 shells preloaded a total of 30 shells, reloads after 10 shoots fired 5. other traits - its shoots a wide cone of pellets 6. description - A portable close range deffense system 7. tech requirements 8 Cost 20
--- The ever increasing Lerk harass and the tsa inabilty to engage them without bringing in collateral damage weapons demanded the requirment for a miniatuirized rocket launcher in the form of a Micro Rocket Pistol...
Micro Rocket pistol
1. damage - Explosive 2. rate of fire - 1 shoot every 1 second 3. weight - between pistol and lmg 4. clip capacity 5 rounds in pistol 15 spare total of 20 rockets... 5. other traits - Thermobaric warheads has a large blast radius but low damage 6. description - Tsa marines got feed up with not being able to counter lerks hiding in vents and other unaccsesible areas without bringing in heavy weaponary so the Micro Rocket Pistol was hastily R&D to give the Tsa marines an effective way to combat the very effective Lerk harass without having to bring in heavy weaponary. 7. tech requirements armory 8. cost 8
I've been throwing around quite a few ideas, trying to come up with something that is missing from NS at the moment. We already have an explosive weapon and 2 long range weapons, so there is no need for a rocket launcher or sniper rifle. And to create a flamethrower, it mush be volumetric, run well and look good, and we all know the HL engine cant handle all 3 at once.
What I was thinking was some kind of electrical weapon - this can still be considered to have the 'gritty' feel of NS if the model and weapon effect indicate a crude, innacurate design. It would have a very short range and a slowish rate of fire, and when triggered would hit the closest target in a 90 degree arc, ie it tracks the target for your so long as it is in front of you. A 'chain lightning' effect could be added to hit 1 or more extra targets. Also, due to the nature of the weapon, it could fire through or past marines close by, allowing extra defence of your squad in cramped conditions. Just like electrifying marines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
How about an assult rifle? Smallish clip (say 30 rounds) and slowish rate of fire (bout half that of lmg), but quite high damage and possibly high accuracy. This would be an unupgraded armoury weapon, so is the early game equivalent of a hmg.
I also thought of some kind of sonic weapon, that emits a sonic wave in front of the user with a short range... possibly could make onos spit out the marine they are carrying or throw off alien hivesight...
What about the reverse of a flamethrower, a _cold_ weapon? It could spray out a freezing gas, but unlike the flamethrower has no need to be volumetric. The damage against aliens would be small to negligible, but it would slow their rate of attack and possibly energy regeneration rate, but _not_ movement speed. When used on buildings, it slows their functions: OC's fire slower, DC's heal slower, hives spawn slower. This would fit the role of a support weapon, but would be actually useful, unlike the support weapons in many other games.
Sorry I didnt follow the standard 7 point format, but I'm just throwing these ideas into the thread. Feel free to take and discuss them as you wish.
Normal grenades(about 2) which every marine gets when he starts, Maybe better reloading time for SMG or make it alittle more powerful(as its the weapon we use 3/4 of the time) and someone mentioned nukes earlier in the thread which i think would work to stop the complaints of onos teams always killing marine bases so easily(use nuke to clean corridors of any onos's stalking the entrances) but 1 nuke every so often wud need to be a rule or something. *shrugs*
Either improve the old weaps or add new ones to help the marines, thats what i think is most important. ive spoken to all my NS friends(real life ones) and they keep commenting how easy it is to play aliens, so that must be saying something about the balance of the game. sorry if i sound abit off-topic.
Edit: How about sniper guns, that wud be awsome to take out those flying aliens and onos's from a distance. hehehe
The only thing that I really see the marines needing is a mobile obs.
Something that performs a scanner sweep either once every two seconds or when the user fires it. It just gives a squad a little bit of help when it comes to those sneaky cloaked aliens that like to sneak up on a squad of marines and then bit their ankles off.
<b>Mobile Scanning Auspex</b> (Auspex taken from 40K because it sounds cool) Damage: Nil Rate Of Fire: Either once every two seconds (Continuous Scanning), Or once Every second (If User Activated) Weight: Inbetween LMG/HMG Clip: N/A in continous, 8 in User activated but with a recharge of 1 per 50 seconds Other Traits: Scans surrounding area like a scanner sweep Description: A portable scanning system developed after increasing use of cloaking by the Kharra Tech Requirements: Armoury, Obs Cost: 5-10
<!--QuoteBegin--GanJa-get off my account =P+Oct 26 2003, 12:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GanJa-get off my account =P @ Oct 26 2003, 12:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just an Idea but maybe a "deployable" machine gun, more accurate then the hmg a bit more dmg and a hude clip of say 500? have a 150 degree angle in side to side turn and about 75 degree up to down. same fire rate as hmg. Imagining it as a "sit" down gun so you sould sit or lay on your belly as you fire. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> OMG your number 5, read the other posts FFS or don't post anything. Same gose with to the 50th person who talked about a missle, unless your gona post something that makes your rocket or what ever differnt then the already 20 ones posted on this very topic, DON"T!.
My idea would be a gun that rescues a marine from an Onos. Basically, it's sort of like a harpoon. What you do is...
When the marine presses fire, it sort of goes in to an infrared view. Once it's in that view, you have 15 seconds to target before it deactivates.
To target something, you have to keep the crosshair trained on the target for about 3 seconds. Once it locks on, you can have very slight deviations.
Once you're ready to fire, you press fire again. The harpoon fires and tracks the Onos up until it's out of sight, if you keep the crosshair near it. If the harpoon hits, a slight explosion goes off and the harpoon digs inside the Onos, making a small hole. It grabs hold of the marine and yanks it out. Basically, it does about half to 3/4 damage to the Onos, depending on the distance from the fire, and about 10 damage to the marine when it yanks him out.
To cancel firing, you can just hold fire down for a few seconds.
This would cost about 12 res. It would be fairly cheap, but not too cheap. You could carry 2 spare harpoons at one time, and it takes about 15 seconds to load each harpoon.
Comments
1. Damage: The Disruptor Pistol's damage is very light. Around 10 damage maximum. However, this is not it's strong point. The shot itself, is of medium size and can hit more than 1 enemy at once if aimed correctly.
2. Rate of Fire: Very slow. The gun takes a moment before firing, approximately 1 second. Reload time is about the same as the LMG's.
3. Weight: The gun is extremely light, about the same as the pistol's weight.
4. Clip Capacity: 5/25.
5. Other traits: Main use of this gun is as a defensive tool. It uses electrical charged batteries for ammo. When fired, The Disruptor Pistol shoots a solid sound barrier straight at the target, causing damage and also knocking it back several feet. The enemy can however hear the familiar charge of the Disruptor Pistol by the chirping noise it makes prior to 1 second before the shot goes off. Giving the enemy just a moment to get behind cover. This weapon does no damage at all towards buildings.
6. Description: This weapon appears to be small, compact and frail looking. A very small circular dish is at the barrel end of the pistol where the barriers emerge out of. Developed as a anti-riot measure for the riots in the future, the weapon is capable of knocking the target back several feel with limited injury though temporary deafness has been recorded as a side effect and temporary dizziness. Although it's name is officially The Disruptor Pistol, it commonly goes more often by it's nickname, "The Chirping Bird" due to the gun's familiar chirping noise before a shot is fired. The TSA Marines had a cache of unwanted Chirping Birds ordered after hearing their effectiveness in a combat test against multiple opponents.
7. Tech Requirements: Armory.
Arg your the 4th person i'v seen copy one of my ideas (ones i thought of a long time ago) and add nothing to it. And people need to learn if you want to post on a long topic READ ALL POSTS AT LEST SKIM THEM! If people do this i bet this page whould only be 3-5 pages long, not this huge 14 pages long, a real pain for all of us people who care enuf about the topic to read all of them only to find bad remakes of good ideas.
Its not all CQC. I can think of at lest 3 spots on EVERY map that is well out of HMG range(by out of range i mean "you'll still get hit but only by 10-15 shots out of a 100+ clip! then die reloading when that skulks leaps once and bites you to death).
And, NO RELOAD (or very very slow at armory), no fecking ammo spam for flamethrowers <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
the hl engen cannot render flames properly without major recodeing if you want a flame thrower play rtcw
remember the hl code is almost 6 yr old guns whould have to be within the limitations of the code
and read the posts omg i post flare gun 2 posts later flare gun say manned turrets 4-5 hr later manned turrets im sure there tired of wasting time reading about the same guns over and over
Eidolan <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> i did read yours
"Hey every fool in the NS forums post your idea's of a weapon and if it isn't some crappy unorginal idea that adds nothing to the gameplay but looks cool it might be considered."
I'm sure that would put this topic down to around 3 pages. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
"Hey every fool in the NS forums post your ideas of"
"a weapon and if it isn't some crappy uno"
Titles [edit] and topic descriptions [/edit] can only be so long. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
They are mods, remember?
I'm sure they can figure something out... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Notice how I said it "should", not that it could.
1. damage - 125 perhaps, enough to kill a Lerk in two hits and a Fade in three
2. rate of fire - possibly 3 to 6 seconds
3. weight - not specified
4. clip capacity - not specified
5. other traits - guided, only able to effectively target fast moving aliens
6. description - see above paragraph
7. tech requirements - not too high, as it isn't really needed in the late game <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I like the idea. Though I thought of an assault rifle with self guiding bullets. You'd only have to keep the alien in sight and your fire-button pressed. I dont like the ideas of (almost) instakill weapons. Especially in NS.
the hl engen cannot render flames properly without major recodeing if you want a flame thrower play rtcw
remember the hl code is almost 6 yr old guns whould have to be within the limitations of the code
and read the posts omg i post flare gun 2 posts later flare gun say manned turrets 4-5 hr later manned turrets im sure there tired of wasting time reading about the same guns over and over
Eidolan <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> i did read yours <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Play tfc.
Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)
Up for a game of NUKE NS?
Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That would make a useful, unique weapon. I think it's a good idea.
I remember suggesting giving the shotgun a push effect back in July. But that was back in 1.04 when the shotgun was very weak, and now that it has been improved, giving it such an effect would be unwise.
Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That would make a useful, unique weapon. I think it's a good idea.
I remember suggesting giving the shotgun a push effect back in July. But that was back in 1.04 when the shotgun was very weak, and now that it has been improved, giving it such an effect would be unwise. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The sad thing is, I just suggested this exact same weapon before Pseudoknight did in this exact same thread and people are already praising him for using my idea in the exact same thread.
What? I'm not praising anyone. I just said I thought it was a good idea.
You don't need to get so disturbed about this. I just somehow missed your post while previously reading this thread.
Instead of of adding new guns in. How about being able to 'modify' the current ones? What i mean is that ofcourse you start with your stock-standard LMG. The damage can ofcourse be increased at the armoury etc.
But i reckon what would add a little more fun to it would be to research upgrades for each gun.
For example: For the LMG, you could upgrade it so the scope would work? Or have it deal extra damage against structres? Maybe add a gl launcher below it (The grenade slot only allows 1-2 grenades AFTER you get 250 LMG bullets?). Prehaps have a laser-sight on the LMG to 'paint' targets so accuracy increases for anyone aiming at that structure/alien?
I'm thinking you're only allowed 1 upgrade per weapon and after it's researched these get issued as 'stock-standard'.
So you could run around with a scope-mounted LMG, with a silenced pistol and a serated knife (deals more dmg)? As stock standard weapons issued upon re-spawning?
Basically i'm just saying to add upgrades to 'tweak' current designs instead of adding all these new weapons which will probably mean removing one of the current ones and lead to a huge round of flaming to decide what to keep and why etc.
Imagining it as a "sit" down gun so you sould sit or lay on your belly as you fire.
like an upgrade on the Prototype lap, I mean Jet Packs, Heavy Armor and Cloaking would be really sweet.
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
like an upgrade on the Prototype lap, I mean Jet Packs, Heavy Armor and Cloaking would be really sweet.
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that would be alright to see, but if marines can cloak, then aliens should get a seige like structure to even it out. cus if marines could cloak, then it would make it slightly unfair. and weird...
Cloaking marines would remind me of Tribes 2 and lets leave that in the box <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
and yeah i can see how 2ndary fire wont work too well, but the idea of upgrading what weapons do i reckon is a valid idea
How you use it simply select it and place it against any surface, the bottom nanowelds to the surface giving a secure grip, motion tracker flips out, barrel extends it automaticlly starts to scan for Khaara lifeforms and engages automaticlly these hostile creatures.
1. damage - Shotgun damage
2. rate of fire - 1 shoot per 2 seconds
3. weight - around GL movment speed
4. clip capacity 10 shells preloaded a total of 30 shells, reloads after 10 shoots fired
5. other traits - its shoots a wide cone of pellets
6. description - A portable close range deffense system
7. tech requirements
8 Cost 20
---
The ever increasing Lerk harass and the tsa inabilty to engage them without bringing in collateral damage weapons demanded the requirment for a miniatuirized rocket launcher in the form of a Micro Rocket Pistol...
Micro Rocket pistol
1. damage - Explosive
2. rate of fire - 1 shoot every 1 second
3. weight - between pistol and lmg
4. clip capacity 5 rounds in pistol 15 spare total of 20 rockets...
5. other traits - Thermobaric warheads has a large blast radius but low damage
6. description - Tsa marines got feed up with not being able to counter lerks hiding in vents and other unaccsesible areas without bringing in heavy weaponary so the Micro Rocket Pistol was hastily R&D to give the Tsa marines an effective way to combat the very effective Lerk harass without having to bring in heavy weaponary.
7. tech requirements armory
8. cost 8
What I was thinking was some kind of electrical weapon - this can still be considered to have the 'gritty' feel of NS if the model and weapon effect indicate a crude, innacurate design. It would have a very short range and a slowish rate of fire, and when triggered would hit the closest target in a 90 degree arc, ie it tracks the target for your so long as it is in front of you. A 'chain lightning' effect could be added to hit 1 or more extra targets. Also, due to the nature of the weapon, it could fire through or past marines close by, allowing extra defence of your squad in cramped conditions. Just like electrifying marines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
How about an assult rifle? Smallish clip (say 30 rounds) and slowish rate of fire (bout half that of lmg), but quite high damage and possibly high accuracy. This would be an unupgraded armoury weapon, so is the early game equivalent of a hmg.
I also thought of some kind of sonic weapon, that emits a sonic wave in front of the user with a short range... possibly could make onos spit out the marine they are carrying or throw off alien hivesight...
What about the reverse of a flamethrower, a _cold_ weapon? It could spray out a freezing gas, but unlike the flamethrower has no need to be volumetric. The damage against aliens would be small to negligible, but it would slow their rate of attack and possibly energy regeneration rate, but _not_ movement speed. When used on buildings, it slows their functions: OC's fire slower, DC's heal slower, hives spawn slower. This would fit the role of a support weapon, but would be actually useful, unlike the support weapons in many other games.
Sorry I didnt follow the standard 7 point format, but I'm just throwing these ideas into the thread. Feel free to take and discuss them as you wish.
and someone mentioned nukes earlier in the thread which i think would work to stop the complaints of onos teams always killing marine bases so easily(use nuke to clean corridors of any onos's stalking the entrances) but 1 nuke every so often wud need to be a rule or something. *shrugs*
Either improve the old weaps or add new ones to help the marines, thats what i think is most important. ive spoken to all my NS friends(real life ones) and they keep commenting how easy it is to play aliens, so that must be saying something about the balance of the game. sorry if i sound abit off-topic.
Edit: How about sniper guns, that wud be awsome to take out those flying aliens and onos's from a distance. hehehe
Something that performs a scanner sweep either once every two seconds or when the user fires it. It just gives a squad a little bit of help when it comes to those sneaky cloaked aliens that like to sneak up on a squad of marines and then bit their ankles off.
<b>Mobile Scanning Auspex</b> (Auspex taken from 40K because it sounds cool)
Damage: Nil
Rate Of Fire: Either once every two seconds (Continuous Scanning), Or once Every second (If User Activated)
Weight: Inbetween LMG/HMG
Clip: N/A in continous, 8 in User activated but with a recharge of 1 per 50 seconds
Other Traits: Scans surrounding area like a scanner sweep
Description: A portable scanning system developed after increasing use of cloaking by the Kharra
Tech Requirements: Armoury, Obs
Cost: 5-10
Imagining it as a "sit" down gun so you sould sit or lay on your belly as you fire. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
OMG your number 5, read the other posts FFS or don't post anything. Same gose with to the 50th person who talked about a missle, unless your gona post something that makes your rocket or what ever differnt then the already 20 ones posted on this very topic, DON"T!.
When the marine presses fire, it sort of goes in to an infrared view. Once it's in that view, you have 15 seconds to target before it deactivates.
To target something, you have to keep the crosshair trained on the target for about 3 seconds. Once it locks on, you can have very slight deviations.
Once you're ready to fire, you press fire again. The harpoon fires and tracks the Onos up until it's out of sight, if you keep the crosshair near it. If the harpoon hits, a slight explosion goes off and the harpoon digs inside the Onos, making a small hole. It grabs hold of the marine and yanks it out. Basically, it does about half to 3/4 damage to the Onos, depending on the distance from the fire, and about 10 damage to the marine when it yanks him out.
To cancel firing, you can just hold fire down for a few seconds.
This would cost about 12 res. It would be fairly cheap, but not too cheap. You could carry 2 spare harpoons at one time, and it takes about 15 seconds to load each harpoon.
Here's a drawing of the harpoon: